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Wow, absolutely smashing! Eh, TMS link isn't working on my end though.
I've pondered this map sometime, hoping I won't have to comment on it or give constructive criticism. Apparently, I was DEAD WRONG.
I don't what kind of drugs you've been doing lately, but it's really screwing with how you make maps.
For a map of this size and fast-pace-ness, you add WAY too many spawns. It's practically impossible to not get spawn-killed on this map.
How could you have blood on certain places of the map and not have anything around them that could potentially cause it?
The layout is too prone to cheap Rugertards and Spas-sex machines. Maybe next time you try to curve the tunnels a bit more. I made a simple suggestion,I'm assuming you'll know what to do.
I don't even know what the hell you were thinking going back to this style, didn't you vow to only do default? I did see that you didn't make this map a complete poly**** like you did with your other maps, I have to congratulate you on that either way.
During your entire mapping career, I have not seen you make single post containing real and useful constructive criticism.
I am quite sure that you have been on crack for a very, very long time. I have yet to see a single map of yours that looks and plays a fourth as good as any of Wraithlike's maps.
There is nothing wrong with having so many spawns and in fact it might even add to the game. There you are, running down a corridor and all of a sudden someone spawns in front of you. You can't kill him immediately because of Soldat's second or so of spawn protection so he runs through you with a chainsaw.
Have you considered the idea that Wraithlike intended the map to look like it's been the host of insanely bloody battles in the past?
Would you mind telling me how curving the tunnels would help at all? If anything that'd just make nade throwing around the corners easier, which wouldn't add much to this map.
Are you saying that all default looking maps are polycrap? Â
QuoteHave you considered the idea that Wraithlike intended the map to look like it's been the host of insanely bloody battles in the past?If that's the case, where are the corpses, bones, etc?
What the **** is with that weird-ass squid thing in the middle?
Bots get stuck around corners and such.
don't what kind of drugs you've been doing lately, but it's really screwing with how you make maps.
I've pondered this map sometime, hoping I won't have to comment on it or give constructive criticism. Apparently, I was DEAD WRONG.I don't even know what the hell you were thinking going back to this style, didn't you vow to only do default? I did see that you didn't make this map a complete poly**** like you did with your other maps, I have to congratulate you on that either way.But I can easily say, I'm not a fan of this map, at all.For a map of this size and fast-pace-ness, you add WAY too many spawns. It's practically impossible to not get spawn-killed on this map.What the **** is with that weird-ass squid thing in the middle?The layout is too prone to cheap Rugertards and Spas-sex machines. Maybe next time you try to curve the tunnels a bit more. I made a simple suggestion,I'm assuming you'll know what to do.How could you have blood on certain places of the map and not have anything around them that could potentially cause it?Bots get stuck around corners and such.I don't what kind of drugs you've been doing lately, but it's really screwing with how you make maps.
It's really sad how many newbie mappers or those who don't use potential can take my posts not as insults, but as useful advice and experienced ones can't.
@E_AYes, but it's a Saw themed map, it's grisly, has a horror atmosphere, etc. For this map, not so much, it begs the questioning of the origin.
I just demand a lot of you, and I feel the really only way to achieve that is to use harshness and a lot of criticism.